HingeJoint 铰链关节
Inherits from Joint
The HingeJoint groups together 2 rigid bodies, constraining them to move like connected by a hinge.
铰链关节是组合两个刚体。约束它们运动就像用一个铰链连接他们一样。
This joint is great for, well, doors, but can also be used to model chains, etc...
铰链关节用于门非常好,但是也能用于模型链,等待。。。
The HingeJoint has a motor which can be used to make the hinge spin around the joints axis. A spring which attempts to reach for a target angle by spinning around the joints axis. And a limit which constrains the joint angle.
HingeJoint有一个动力,这个能够用来使链接绕着关节的轴旋转。一个弹簧,它通过绕着铰链关节轴旋转试图达到一个目标角度,和一个限制,约束关节角度。
Variables变量
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The motor will apply a force up to a maximum force to achieve the target velocity in degrees per second.
动力将应用一个最大力来试图达到目标速度,以 度/秒 为单位。 -
The limits of the hinge joint.
铰链关节的限制。 -
The spring attempts to reach a target angle by adding spring and damping forces.
通过添加弹簧和阻尼力,弹簧试图达到一个目标角度。 -
Enables the joint's motor.
启用关节的动力。 -
Enables the joint's limits.
启用关节的限制。 -
Enables the joint's spring.
启用关节的弹簧。 -
The angular velocity of the joint in degrees per second.
关节的角速度,单位 度/秒。 -
The current angle in degrees of the joint relative to its rest position. (Read Only)
关节的当前角度,相对于它的静止位置。(只读)
Inherited members继承成员
Inherited Variables继承变量
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A reference to another rigidbody this joint connects to.
这个关节连接到的另一个刚体的引用。 -
The Direction of the axis around which the body is constrained.
物体被约束绕这个轴的方向。 -
The Position of the anchor around which the joints motion is constrained.
关节的运动被约束绕这个锚的位置。 -
The force that needs to be applied for this joint to break.
需要应用给这个关节断开的力。 -
The torque that needs to be applied for this joint to break.
需要应用给这个关节断开的力矩。
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The Transform attached to this GameObject (null if there is none attached).
Transform附加到GameObject(游戏物体)(如无附加则为空)。 -
The Rigidbody attached to this GameObject (null if there is none attached).
Rigidbody附加到GameObject(游戏物体)(如无附加则为空)。 -
The Camera attached to this GameObject (null if there is none attached).
Camera附加到GameObject(游戏物体)(如无附加则为空)。 -
The Light attached to this GameObject (null if there is none attached).
Light附加到GameObject(游戏物体)(如无附加则为空)。 -
The Animation attached to this GameObject (null if there is none attached).
Animation附加到GameObject(游戏物体)(如无附加则为空)。 -
The ConstantForce attached to this GameObject (null if there is none attached).
ConstantForce附加到GameObject(游戏物体)(如无附加则为空)。 -
The Renderer attached to this GameObject (null if there is none attached).
Renderer附加到GameObject(游戏物体)(如无附加则为空)。 -
The AudioSource attached to this GameObject (null if there is none attached).
AudioSource附加到GameObject(游戏物体)(如无附加则为空)。 -
The GUIText attached to this GameObject (null if there is none attached).
GUIText附加到GameObject(游戏物体)(如无附加则为空)。 -
The NetworkView attached to this GameObject (Read Only). (null if there is none attached)
NetworkView附加到GameObject(游戏物体)(只读)(如无附加则为空)。 -
The GUITexture attached to this GameObject (Read Only). (null if there is none attached)
GUITexture附加到GameObject(游戏物体)(只读)(如无附加则为空)。 -
The Collider attached to this GameObject (null if there is none attached).
Collider附加到GameObject(游戏物体)(如无附加则为空)。 -
The HingeJoint attached to this GameObject (null if there is none attached).
HingeJoint附加到GameObject(游戏物体)(如无附加则为空)。 -
The ParticleEmitter attached to this GameObject (null if there is none attached).
ParticleEmitter附加到GameObject(游戏物体)(如无附加则为空)。 -
The game object this component is attached to. A component is always attached to a game object.
组件附加的游戏物体。一个组件总是被附加到一个游戏物体。 -
The tag of this game object.
游戏物体的标签。
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The name of the object. //物体的名字
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Should the object be hidden, saved with the scene or modifiable by the user?
物体是否被隐藏、保存在场景中或被用户修改?
Inherited Functions继承函数
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Returns the component of Type type if the game object has one attached, null if it doesn't.
如果游戏物体有一个附加,则返回Type类型的组件,如果没有则为null。 -
-
Returns the component with name type if the game object has one attached, null if it doesn't.
如果游戏物体有一个附加,则返回名字类型组件,如果没有则为null。 -
Returns the component of Type type in the GameObject or any of its children using depth first search.
返回Type类型组件,在GameObject或它的任何子物体使用深度优先搜索,仅返回激活的组件。 -
-
Returns all components of Type type in the GameObject or any of its children.
在GameObject或任何它的子物体,返回全部Type类型组件 -
-
Returns all components of Type type in the GameObject.
在游戏物体返回全部Type类型组件。 -
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Is this game object tagged tag?
游戏物体有被标记标签么? -
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour
在游戏物体每一个MonoBehaviour和每一个behaviour的祖先上调用名为methodName的方法。 -
Calls the method named methodName on every MonoBehaviour in this game object.
在游戏物体每一个MonoBehaviour上调用名为methodName的方法。 -
Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
在游戏物体每一个MonoBehaviour和它的全部子物体上调用名为methodName的方法。
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Returns the instance id of the object.
返回物体的实例ID -
Returns the name of the game object.
返回游戏物体的名称。
Messages Sent发送消息
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Called when a joint attached to the same game object broke.
当附加到相同游戏物体上的关节被断开时调用。
Inherited Class Functions继承类函数
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Does the object exist?
物体是否存在? -
Clones the object original and returns the clone.
克隆原始物体,并返回克隆的物体 -
-
Removes a gameobject, component or asset.
删除一个游戏物体、组件或资源 -
Destroys the object obj immediately. It is strongly recommended to use Destroy instead.
立即销毁物体obj,强烈建议使用Destroy代替。 -
Returns a list of all active loaded objects of Type type.
返回Type类型的所有激活的加载的物体列表 -
Returns the first active loaded object of Type type.
返回Type类型第一个激活的加载的物体。 -
Compares if two objects refer to the same
比较如果两个物体相同 -
Compares if two objects refer to a different object
比较如果两个物体不同 -
Makes the object target not be destroyed automatically when loading a new scene.
加载新场景的时候使目标物体不被自动销毁。
最后修改:2011年1月28日 Friday 15:31